The two standards and performance indicators of the National Education Standards for Teachers (NETS-T) that I plan to focus on in order to implement my GAME plan are “facilitate and inspire student learning and creativity, and engage in professional growth and leadership” (International Society for Technology in Education, 2008). Teachers need to realize that lesson plans should be flexible and always geared towards helping students achieve success.
More resources and information are needed for implementing the GAME plan. Besides including the Universal Design for Learning (UDL) principles in the lesson plan, the resources that that would be needed are a rubric and assessment formats. Assessments could be done by using formative or summative assessments. There are four kinds of assessments formats - forced-choice, open-ended, performance-based, and project-based (Cennamo, K., Ross, J. & Ertmer, P. 2009). These assessment formats would be the resources and information upon which my GAME plan is built. “Assessment is more than the assigning of grades and serves a critical role in monitoring and evaluating the academic progress of their students” (Cennamo, K., et.al. 2009, p. 163). After the teacher gets the information on how the students do on the assessments, an alternative plan should be set up to help students who have had difficulty with the content being taught.
The action plan needs to be modified to add the four assessment formats and include a rubric for the lessons. It would be difficult to create a rubric for every lesson, but by taking small steps, this can eventually be achieved. The lesson plan also needs to be modified to incorporate technology with the assessments. The forced-choice assessment format could be implemented by using Study Island to give students multiple-choice questions to track their progress. The technology the students could use for the other three assessments formats (open-ended, performance-based, and project-based) could be blogs , wiki, Skype, podcasts, voice thread and digital story board. In order to implement all these technologies, students need to be familiar with all these web 2.0 tools.
The GAME plan has taught me to be flexible and change the plan according to what the students need the most help. Technology does help foster learning and it makes the lessons interesting for both teachers and students. Teacher collaboration makes it easier for implementing the plan. One of the questions that have arisen as a result of monitoring my GAME plan is how a single teacher could work on this GAME plan on her own. Putting the plan together is a difficult task for a teacher. Planning the action plan, creating rubrics, deciding on the correct assessment to use, and integrating technology with all the lessons, is a daunting task for just a single teacher. The best way would be for teachers to work within their grade level and collaborate among each other to write this GAME plan. Teachers could also Skype with other teachers in the district so that all of them are on the same page.
By monitoring my GAME plan, I am able to integrate technology into my content area instruction. Technology also helps in working through the process of developing, implementing, and evaluating my personal GAME plan. Keeping a reflective blog would facilitate making this GAME plan a success and would be instrumental in inspiring my students’ learning and creativity. By pursuing a Masters program at Walden and creating a teacher collaboration blog and a wiki to help collaboration in my school, I am engaging in professional growth and leadership, and progressing toward the goals in my GAME plan.
References
Cennamo, K., Ross, J. & Ertmer, P. (2009).Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc.,Custom ed.). Belmont , CA : Wadsworth , Cengage Learning.
International Society for Technology in Education: Retrieved on July 19, 2011 from http://www.iste.org/standards/nets-for-teachers/nets-for-teachers-2008.aspx